Charles Engelhard

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Contents

Contact Info

  • Phone: (607) 972 - 4146
  • Email: cengelhard@digipen.edu
  • Address: 4625 148th Ave NE; Apt. PP-101; Bellevue WA 98007
  • Wiki: User:Charlie

Personal Info

Skills

Key

Stars Meaning
★★★I have developed this skill over many projects and am extremely comfortable with it.
★★I have developed this skill over one or two large projects or several personal projects and am comfortable with it.
I have developed this skill in only one project or else long ago and have a novice (but highly expandable) grasp of it.

Programming languages

Data technologies

Notable libraries

  • C++ STL (★★★)
  • Winsock (★★)
  • OpenGL (★★)
  • DirectX (★)
  • Windows GDI (★)
  • IUPLua (★★)

Tools

Interpersonal

  • working closely with game designers (★★★)
  • working closely with artists (★)
  • programming leadership (★★)

Soft

  • game design (★)
  • 2D linear algebra (★★★)
  • 3D linear algebra (★★)
  • general engineering and problem-solving skills (★★★)
  • Soulcalibur IV (★★★)

General programming

  • object-oriented systems design (★★★)
  • functional programming techniques (★★★)
  • AI programming; machine learning (★★★)
  • debugging (★★★)

Accomplishments

DigiPen Games

Legend of the SteamYard

  • Team: Gattai (17 person team, including artists and designers)
  • Description: 3rd person shooter
  • Year: Junior (2009 - 2010)
  • Job title: Technical Director
  • Responsibilities:
    • Tech lead
    • architecture
    • game logic
    • level editor
    • tools
    • GUI system
    • level system
    • camera / controls logic

Poly

  • Team: Esoteric Reference (4 person team, including designer)
  • Description: Side-scrolling action platformer (Sonic-like, physics-based)
  • Year: Sophomore (2008 - 2009)
  • Job title: Technical Director
  • Responsibilities:
    • physics
    • collision
    • game logic
    • tools
    • particle behavior

Scylin

  • Team: CSMT
  • Description: top-down Rogue-like RPG
  • Year: Freshman (2008)
  • Job title: Product Manager
  • Responsibilities:
    • AI
    • collision
    • neat little graphical effects
    • some content
    • level system

Specific systems

  • Designed and implemented a game architecture from the ground up. Features included:
    • entirely data driven design: event-based game logic and content entirely described in YAML files so powerful that they were almost Turing Complete
    • dynamic composition component-based object model
    • extensible and flexible data-driven GUI system
    • Serialization system
    • Model-View-Controller system emerged as an obvious implementation of the greater architecture.
    • easy-to-use subscription-based messaging system with support for multicasting and "man-in-the-middle"-style receiving.
  • Extensible "God's Algorithm" generic goal-seeking implementation.
  • Helped design and implement a UDP-based protocol for networking real-time applications.
  • 2D physics engine (won 'Best Physics' for sophomore games 2009)
  • designed and implemented a common-sense database system written in Lua for the purposes of separating player and character knowledge and representing complex interrelated knowledge sets for AIs.
  • implemented a basic OpenGL graphics engine and some basic shaders including cube-mapped shadows, phong lighting, reflection, and refraction.

History

Education

  • Owego Free Academy '07 (High School Diploma)
  • Digipen Institute of Technology '11 (BS in Real Time Interactive Simulation)
    • (now entering senior year)

Employment

Owego Heat Treat Inc.

  • Jobs performed:
    • Data entry: 2004 - 2007
    • Computer maintenance: 2004 - 2009
    • Database design, programming: 2009 - 2009
Personal tools